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Using character motives to drive plot resolution in interactive stories

机译:利用角色动机推动交互式故事中的情节解决

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摘要

One of the most important parts of a story is its ending. This is the point in which all open questions and conflicts in the narrative must be resolved. This article presents a dynamic, motive-driven resolution method for interactive stories. In the type of stories supported by this method the user participates as one of the characters and influences dynamically the development of the plot. The rest of the cast consists of discrete computer characters. The resolution method takes into account the motives of the user character to decide on: (i) the outcome of all character actions and (ii) the presentation sequence for these outcomes. The decision process is based on the current story context. In addition, it addresses the need to avoid ambiguities, to preserve consistency and to create suspense during the end. This method has been implemented and tested in DEFACTO, an EU research program for the generation of a framework for interactive story design. [References: 11]
机译:故事最重要的部分之一就是结局。这是叙事中所有未解决的问题和矛盾都必须得到解决的地方。本文介绍了一种动态,动机驱动的交互式故事解决方法。在此方法支持的故事类型中,用户作为角色之一参与其中,并动态影响剧情的发展。其余的演员表由离散的计算机字符组成。解决方法考虑了用户角色决定以下各项的动机:(i)所有角色动作的结果,以及(ii)这些结果的呈现顺序。决策过程基于当前故事情境。此外,它还解决了避免歧义,保持一致性并在最后产生悬念的需求。该方法已在DEFACTO(一种用于生成交互式故事设计框架的欧盟研究计划)中实施并测试。 [参考:11]

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